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Doing so means finishing the Institute Quest 'Mass Fusion' (the point you've worked with Father enough), which turns the Brotherhood of Steel hostile toward you. You can complete their quests up to the point that you're on 'Underground Undercover' and the step to continue working with Father. Tradecraft should be completed before finishing the Institute Quest, "Mankind-Redefined" so that you can continue to work with them. You can squash the Railroad and Institute, then use the Minutemen to squash the BoS. If you work with the Brotherhood of Steel to finish, you can actually make it so that the Minutemen are the ONLY faction left by turning on the Brotherhood after finishing their quest line - though you may want to buy some unique items from their stores before doing so, and maybe even consider killing Maxson to turn them against you so that you can get his Final Judgment and Battlecoat (which can be upgraded with Ballistic Weave from the Railroad). At that point, you've got to either work with them (through the quest Burning Cover via Railroad) or continue working with the Brotherhood of Steel to finish the game. The Minutemen do not have their own ending quest unless you spoil your relationship with the Institute. They also fit into the Commonwealth without necessarily being against any of these other factions. The Minutemen will remain an ally regardless of whom you work with, I suppose as a means to keep the Settlement building portion of the game untouched.Working with the Railroad means eliminating the Brotherhood and Institute.Working with the Brotherhood means eliminating the Railroad (maybe!) and Institute.Working with the Institute means eliminating the Railroad and Brotherhood.However I do believe it does document the turning points very well. This info is NOT perfect, as some players may point out because of all the different faction quests different players will have in their quest log. A new playthrough or save where you are at a turning point are suggested to experience each faction's main quests. The purpose of this is to ease your mind that you can play a portion of each faction's main quest without crossing a line and ending relationships with other factions, should you wish to achieve certain goals with them. Some of it is the same, but the ultimate consequence is which faction you'll continue to work with after the end of the game.
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Every fully completed main quest results in you having one faction of the three main warring factions, plus the Minutemen in your version of the Commonwealth. There are four different endings in Fallout 4, depending upon which Faction you choose to end the game with, and different sequences of events leading up to it. Ultimately, the faction you like most is who you should probably work with - the game continues after the end, allowing you to level up infinitely. I am going to write as little spoilers as possible, but want to help who are hesitant to do faction quests out of fear of losing their standing with the others.
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I suggest you do not read this unless you've already met the Institute.
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Mass Fusion is a major turning point in faction relations between Institute and Brotherhood. Comment on the appropriate page if you have a tip to share with other readers.įallout 4 Main Quests Points of No Return and How Far You Can Go I've tried to document the quests that turn factions against one another. There is much more to this DLC, it will just take time to write it all. I've written over a dozen in just a week and plan to continue.
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See a full list of guides on the Nuka World page. Faction Perks and New SPECIAL Ranks in Nuka World.New - Nuka World Endings Guide - Options and Benefits.For New Players - Read the walkthrough.New - Scav Magazine - All locations and details.
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